Object level Occlusion Culling

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From: Athanasios Gaitatzes (gaitat++at++fhw.gr)
Date: 02/24/2000 03:52:20



I would be interested in hearing what people have to say about object
level culling in Performer.
Basically what I mean is (since polygon occlusion culling would be very
expensive) when I have
bounding boxes of objects that haven't been rejected by the normal
pfCull() so are to be drawn
but are behind each other determine if they truly need to be drawn. And
all this should take less
time than the rendering itself otherwise what would be the gain?
Has anyone tried something similar? What have they learned?
I am basically working with architectural models.

I have looked at pfPortals but that only works for flt models.

Thank you for any comments.
--
Athanasios Gaitatzes (gaitat++at++fhw.gr)
Virtual Reality Department
Foundation of the Hellenic World
38 Poulopoulou St., Athens 11851, Greece
Tel: +30 1 3422292 Fax: +30 1 3422272


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